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Skill · Version 1.0.0

Unity audio imports and streaming

Chooses how Unity loads and decodes each sound based on duration, overlap and device limits. Balances memory use with playback readiness so important cues start when needed.

unity-audio-assets-streaming

Agents using this skill

See how it helps

When is it useful?

Use it when long music, short cues or many simultaneous clips strain memory or miss their intended playback moment.

What does it help you do?

  • Chooses loading mode from duration, concurrency, CPU and memory.
  • Checks effective platform compression and actual playback readiness.
  • Preserves loop boundaries and measures streaming transition stalls.

Try asking this

Prepare short weapon sounds, a looping ambience and long dialogue for a mobile Unity level. Compare suitable loading modes and platform compression, then enter the level from a cold start. Check first-play delay, loop seams and memory while several sounds overlap instead of applying one import setting to every clip.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Audio Assets, Import and Streaming

Record source formats, clip duration, repetition, simultaneous voices, target platform and current import overrides. Preserve source/licensing provenance and scope importer changes to the relevant assets.

  • Choose Decompress On Load, Compressed In Memory or Streaming from duration, concurrency, memory, decoder CPU and latency requirements. A short UI cue and a long music stem need different trade-offs.
  • Verify the effective platform compression/sample-rate/channel settings; source file size alone does not describe player memory or decode cost.
  • Coordinate preload/background loading and actual load-state checks with scheduling. Do not report playback readiness merely because an asynchronous request was started.
  • For streamed/adaptive music, prepare enough data before the musical boundary and handle I/O stalls/cancellation. Compare memory savings with per-stream and decoder overhead.
  • Preserve seamless-loop boundaries and transition alignment when resampling or recompressing. Listen after import and in a target player; waveform markers alone are insufficient.
  • Use repeatable scoped rules or previews for batch changes, keeping authored overrides and GUIDs intact. Avoid reimporting the entire library to repair one clip.

Verify first playback, repeated use, scene unload/reload, many simultaneous voices and memory return. Report target format, load type, measured residency and audible results separately.

Reference: Unity audio import settings.

Included files 2

  • LICENSE.txt
  • SKILL.md